"#define USEEYEVECTOR\n"
"#endif\n"
"\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef GL_EXT_gpu_shader4\n"
"# extension GL_EXT_gpu_shader4 : enable\n"
"# endif\n"
"#endif\n"
"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
"//#ifdef USESHADOWSAMPLER\n"
"//# extension GL_ARB_shadow : enable\n"
"//#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
+"# else\n"
+"uniform sampler2DRect Texture_ShadowMapRect;\n"
+"# endif\n"
+"#endif\n"
+"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform sampler2DShadow Texture_ShadowMap2D;\n"
"uniform samplerCube Texture_CubeProjection;\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
"uniform vec2 ShadowMap_TextureScale;\n"
"uniform vec4 ShadowMap_Parameters;\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"# ifdef USESHADOWMAPORTHO\n"
"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
"# else\n"
"}\n"
"# endif\n"
"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"vec4 GetShadowMapTCCube(vec3 dir)\n"
+"{\n"
+" vec3 adir = abs(dir);\n"
+" return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
+" float f;\n"
+"# ifdef USESHADOWSAMPLER\n"
+"\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
+" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"# else\n"
+" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"# endif\n"
+"\n"
+"# else\n"
+"\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# if USESHADOWMAPPCF > 1\n"
+"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"# else\n"
+"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
+" vec2 offset = fract(shadowmaptc.xy);\n"
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"# endif\n"
+"# else\n"
+" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"# endif\n"
+"\n"
+"# endif\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return mix(ShadowMap_Parameters.w, 1.0, f);\n"
+"# else\n"
+" return f;\n"
+"# endif\n"
+"}\n"
+"# endif\n"
"\n"
"# ifdef USESHADOWMAP2D\n"
"float ShadowMapCompare(vec3 dir)\n"
"# endif\n"
"}\n"
"# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+" // apply depth texture cubemap as light filter\n"
+" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
+" float f;\n"
+"# ifdef USESHADOWSAMPLER\n"
+" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"# else\n"
+" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"# endif\n"
+" return f;\n"
+"}\n"
+"# endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"# endif\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
" fade *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"\n"
"#endif\n"
" color.rgb *= LightColor;\n"
" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
" color.rgb *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"# ifdef USECUBEFILTER\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"# ifdef USESHADOWMAPORTHO\n"
"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
"# else\n"
"}\n"
"# endif\n"
"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
+"{\n"
+" float3 adir = abs(dir);\n"
+" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"#else\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
+"#endif\n"
+"{\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
+"#else\n"
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
+"#endif\n"
+" float f;\n"
+"# ifdef USESHADOWSAMPLER\n"
+"\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
+" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"# else\n"
+" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"# endif\n"
+"\n"
+"# else\n"
+"\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# if USESHADOWMAPPCF > 1\n"
+"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"# else\n"
+"# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
+" float2 offset = frac(shadowmaptc.xy);\n"
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
+"# endif\n"
+"# else\n"
+" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"# endif\n"
+"\n"
+"# endif\n"
+"# ifdef USESHADOWMAPORTHO\n"
+" return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
+"# else\n"
+" return f;\n"
+"# endif\n"
+"}\n"
+"# endif\n"
"\n"
"# ifdef USESHADOWMAP2D\n"
"#ifdef USESHADOWMAPVSDCT\n"
"# endif\n"
"}\n"
"# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
+"{\n"
+" // apply depth texture cubemap as light filter\n"
+" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+" float f;\n"
+"# ifdef USESHADOWSAMPLER\n"
+" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"# else\n"
+" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"# endif\n"
+" return f;\n"
+"}\n"
+"# endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"uniform samplerCUBE Texture_Cube : register(s10),\n"
"#endif\n"
"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
"uniform float2 ShadowMap_TextureScale : register(c35),\n"
"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"# endif\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
-" fade *= ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
+" fade *= ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
"uniform float2 ShadowMap_TextureScale : register(c35),\n"
"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"#endif\n"
" color.rgb *= LightColor;\n"
" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+" color.rgb *= half(ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
-" color.rgb *= ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale);\n"
+" color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+" );\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
+ SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
+ SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
+ SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+ SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+ {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
+ {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
{"#define USESHADOWMAP2D\n", " shadowmap2d"},
{"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
{"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
int loc_Texture_Cube;
int loc_Texture_Refraction;
int loc_Texture_Reflection;
+ int loc_Texture_ShadowMapRect;
+ int loc_Texture_ShadowMapCube;
int loc_Texture_ShadowMap2D;
int loc_Texture_CubeProjection;
int loc_Texture_ScreenDepth;
p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+ p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
+ p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
+ if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
+ if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
CGparameter fp_Texture_Cube;
CGparameter fp_Texture_Refraction;
CGparameter fp_Texture_Reflection;
+ CGparameter fp_Texture_ShadowMapRect;
+ CGparameter fp_Texture_ShadowMapCube;
CGparameter fp_Texture_ShadowMap2D;
CGparameter fp_Texture_CubeProjection;
CGparameter fp_Texture_ScreenDepth;
p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+ p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+ p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
+extern qboolean r_shadow_usingshadowmaprect;
+extern qboolean r_shadow_usingshadowmapcube;
extern qboolean r_shadow_usingshadowmap2d;
extern qboolean r_shadow_usingshadowmaportho;
extern float r_shadow_shadowmap_texturescale[2];
extern qboolean r_shadow_shadowmapvsdct;
extern qboolean r_shadow_shadowmapsampler;
extern int r_shadow_shadowmappcf;
+extern rtexture_t *r_shadow_shadowmaprectangletexture;
extern rtexture_t *r_shadow_shadowmap2dtexture;
+extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
extern rtexture_t *r_shadow_shadowmap2dcolortexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
extern matrix4x4_t r_shadow_shadowmapmatrix;
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_shadow_usingshadowmap2d)
- {
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
- if(r_shadow_shadowmapvsdct)
+ if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+ {
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmapcube)
+ permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+ else if(r_shadow_shadowmapvsdct)
permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
if (r_shadow_shadowmapsampler)
if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
{
permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
if (r_shadow_shadowmapsampler)
permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
{
permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
if (r_shadow_shadowmapsampler)
permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
{
permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
if (r_shadow_shadowmapsampler)
permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
{
permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
if (r_shadow_shadowmapsampler)
permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
if (rsurface.rtlight)
{
if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ if (r_shadow_usingshadowmapcube)
+ if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
}
}
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
if (rsurface.rtlight)
{
if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
+ if (r_shadow_usingshadowmapcube)
+ if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
}
}
if (r_shadow_glossexact.integer)
permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
}
- if (r_shadow_usingshadowmap2d)
+ if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
{
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
- if (r_shadow_shadowmapvsdct)
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmapcube)
+ permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+ else if(r_shadow_shadowmapvsdct)
permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
if (r_shadow_shadowmapsampler)
R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
+ if (r_shadow_usingshadowmapcube)
+ R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
#endif
if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
+ if (r_shadow_usingshadowmapcube)
+ if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
break;
if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
+ if (r_shadow_usingshadowmapcube)
+ if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
#endif